The curator's reviewA multiplayer flight sim vibe-coded almost entirely with AI in 2025, funded by selling ads on the in-game blimps. The flagship artifact of the vibe-coding era.
In late February 2025, Pieter Levels - the indie hacker who builds public companies from a laptop - typed a prompt asking for a 3D multiplayer flight simulator and shipped what came back. Fly.pieter.com went from prompt to playable in a sitting, from playable to viral in days, and from viral to profitable in weeks, funded by the most honest business model imaginable: ads on the in-game blimps.
The game is proudly, structurally janky. Planes take off from a runway that shares real estate with an impossible skyline; the flight model is a rumor; collisions are negotiable; other players streak past like typos. None of this is hidden - the jank IS the product, living proof of exactly how much game you get from prompts alone, versioned in public as Levels patched it live on X with more prompting.
Its historical weight outstrips its frame rate. This was the artifact that made vibe coding legible to normal people: not a demo from a lab, but a working, earning thing a single person willed into existence by describing it. The blimp ads reportedly cleared serious money. Every solo founder who shipped an AI-built game in 2025 was flying in its slipstream.
The planes fly badly in exactly the way that proves a human barely touched the code, and that is the point - it is load-bearing proof of the era. Take off, hit a skyscraper, respawn, read a blimp. You are touring a monument.